Strange metallic shading/reflections
Reflections of the environment at infinity are extremely sensitive to the interpolation of normals across faces, which are calculated from the vertex, (or per-face vertex,) normals at the corners of triangulated faces at render-time.
So one thing you can do to adjust the regions of the environment which are reflected, and therefore the 'focus' of the reflections, is to introduce, and/or adjust bevels on loops surrounding relatively large faces, as on the right, below.

You had some changes of angle without bevels in your model; I put a couple of 2-segment bevels in there, and adjusted their profile with overlays switched off. so I could see what was up without wireframe in the way. I also replaced your other bevels, to adjust their widths and profiles.
My result. of course, may not be exactly the one you want, but if you go ahead and do the same with your copy, you'll see how dramatic the effects can be.